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Messages - smashingBrawler

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1
Beacon Academy / Re: A Lunch Side Chat [DGTL]
« on: December 28, 2018, 02:32:37 PM »
Zaffre made some notes in a notebook - marking down the suggestions everyone made - pros and cons, the inability to use normal GAU-8 rounds - that kind of stuff. She quietly sketches Brock's weapon on the same page, making notes based on her understanding of how it worked.

She takes the occasional bite of her food, thinking for a bit before speaking up. "Looks like our best option for now is to invest in some rounds, then. I can ask my dad if he-" Zaffre pauses, taking a moment to choose her words properly. "-'s got anything that might work. I also have some money saved up for expenses like this."

2
Beacon Academy / Re: A Lunch Side Chat [DGTL]
« on: December 04, 2018, 11:49:27 PM »
"That's what they're there for!" Zaffre answered to Diana with a smile. As she listened to Janna and Brock her expression started to get a bit more concerned. "I mean, it was our first fight as a team - it's bound to have a lot of room for improvement. Still, we were pretty coordinated for it being our first go - I imagine that's a big hurdle for a lot of teams. More importantly though - Brock, what kind of rounds do you usually go for? Do you think we might be able to requisition something for you through the school?"

Zaffre paused for a moment before she perked up again, having gotten an idea. "If need be, I could loan you Dux Vindex and a few of its slugs until we can get enough of a stockpile up. I've been trying to get more practice with my dad's- er, my - my new weapon, so it wouldn't be too much trouble for me." Zaffre kept her smile up, but her slip-up caused her shoulders to drop a bit. It seemed she decided not to dwell on the past, though, and instead let's herself focus on her sandwich for the moment instead.

3
Approved Characters / Re: Thistle Laine
« on: November 30, 2018, 06:20:03 PM »
Alright, I think I've got that covered now:

Changelog:
Spoiler: ShowHide

Quote
Aura and Semblance: Thistle has a powerful aura which manifests in a light purple. Her aura is of moderately above-average strength, supplementing her fighting style.

When Thistle attacks, she can use her semblance to create a wave with the same force and shape as the original attack which will continue forward. If she stabs with a weapon, punches, or kicks, the force will be a tight blast that can go as far as 100 meters – because it’s a small wave, only takes a small amount of energy to create. If she makes a mid-sized, controlled slash the force wave it creates will match the arc of the slash and have a range of 50 meters, taking a about twice as much energy as the smaller attacks. A large, heavy slash will create a force wave which also matches the arc of the slash and have a range of 25 meters, requiring twice the energy of a mid-sized slash. The movement speed of the waves is related to the amount of time spent completing the attack that created them: a short stab or punch will move no faster than 30km/h, a regular slash will move no faster than 20km/h, and a heavy slash will move no faster than a slow but powerful 10km/h.

This semblance has no effect on guns and will act erratically with more complex weapons in general, usually resulting in waves getting thrown back at Thistle due to the way the semblance interacts with the various parts. Essentially, the fewer individuals parts to a weapon, the less likely the semblance is to have a backlash.

Dust interactions:
Thistle can use dust to give her force wave a variety of elemental properties, such as:
Lightning: The wave will have an electrical charge to it, and shock those it hits.
Fire: Exactly what you'd expect: the wave will be on fire
Ice: The wave will appear frosty, and may freeze or chill targets that it hits
Propulsion: While having no effect on enemies, Thistle can use propulsion dust to kick of the ground in order to gain the occasional burst of speed or movement, though using this technique hurts her, weakening her aura as though she’d hit herself with the same force - it can leave her vulnerable if she doesn't plan her trajectory well.
Repulsion: The wave will have increased knockback.
to
Quote
Aura and Semblance: Thistle has a powerful aura which manifests in a light purple. Her aura is of moderately above-average strength, supplementing her fighting style.

When Thistle attacks, she can use her semblance to create a wave with the same force and shape as the original attack which will continue forward. If she stabs with a weapon, punches, or kicks, the force will be a tight blast that can go as far as 100 meters – because it’s a small wave, only takes a small amount of energy to create. If she makes a mid-sized, controlled slash the force wave it creates will match the arc of the slash and have a range of 50 meters, taking a about twice as much energy as the smaller attacks. A large, heavy slash will create a force wave which also matches the arc of the slash and have a range of 25 meters, requiring twice the energy of a mid-sized slash. The movement speed of the waves is related to the amount of time spent completing the attack that created them: a short stab or punch will move no faster than 30km/h, a regular slash will move no faster than 20km/h, and a heavy slash will move no faster than a slow but powerful 10km/h. T waves are about as sharp as the weapon that created them, being able to cut like a sword if caused by one, or being fairly blunt and without cutting power if from a bludgeoning weapon. When used with her punches and kicks, the wave continues off from where the force is highest during the attack - making things like uppercuts fairly useless at a distance (as the wave would just go upwards), and any kind of spinning kick erratic at best.

This semblance has no effect on guns and will act erratically with more complex weapons in general, usually resulting in waves getting thrown back at Thistle due to the way the semblance interacts with the various parts. Essentially, the fewer individuals parts to a weapon, the less likely the semblance is to have a backlash.

Dust interactions:
Thistle can use dust to give her force wave a variety of elemental properties, such as:
Lightning: The wave will have an electrical charge to it, and shock those it hits.
Fire: Exactly what you'd expect: the wave will be on fire
Ice: The wave will appear frosty, and may freeze or chill targets that it hits
Propulsion: While having no effect on enemies, Thistle can use propulsion dust to kick of the ground in order to gain the occasional burst of speed or movement, though using this technique hurts her, weakening her aura as though she’d hit herself with the same force - it can leave her vulnerable if she doesn't plan her trajectory well.
Repulsion: The wave will have increased knockback.

4
Approved Characters / Re: Thistle Laine
« on: November 22, 2018, 07:39:46 PM »
Profile looks good overall. Just needs some tweaking.
- The semblance part might need a bit of clarification. "This semblance has no effect on bullets and could potentially damage transforming weapons, depending on their composition and complexity, if used with one." This sentence kinda sounds ambiguous in my opinion. If I understand it right, it should mention that it has the erratic effect on guns/more complex weapons if Thistle uses them to make it easier to understand.
 
The rest looks fine to me.

Changed that section to: "This semblance has no effect on guns and will act erratically with more complex weapons in general, usually resulting in waves getting thrown back at Thistle due to the way the semblance interacts with the various parts. Essentially, the fewer individuals parts to a weapon, the less likely the semblance is to have a backlash."

5
Beacon Academy / Re: A Lunch Side Chat [DGTL]
« on: November 05, 2018, 12:17:43 AM »
Zaffre had the biggest smile between taking a bite of her lunch and listening to the praise of the team's captain. "Glad I can help, then!" She said, before turning her focus to Janna’s question and completely away from the food she was supposed to be eating. "Yeah! Had we all been a bit closer together we would have been in a much better position to stop that girl when she showed up in our midst. At the same time, closing ranks too much would have made her semblance even more effective – we were all doing what we were supposed to, just… not in the right places!” Zaffre responded, and she was about to go on when Janna made her next comment.

Zaffre took a moment to look at the whole one bite she’d taken of her lunch so far, and decided that she should take a second bite rather than go into detail about how she wanted to do some testing with her semblance to see if it could help with relaying reactions to that kind of surprise attack.

6
Approved Characters / Re: Thistle Laine
« on: November 04, 2018, 11:22:41 PM »
Change log:
Spoiler: ShowHide

-Fixed the bbcode goofup
-Updated the way her Semblance works to be about the waves being generated erratically rather than it destroying weapons – still a backlash, now it just hurts thistle instead of the weapon.
-Did the rephrasing
-Rephrased the section that detailed her tendency to fall short against range-focused opponents to better match what was mentioned in her personality section - with her having a tendency to go "on tilt" against such opponents.


7
Approved Characters / Re: Thistle Laine
« on: November 04, 2018, 10:54:33 PM »
Dropping the original here for the sake of continuity! Going to make a couple of edits based on the suggestions made. Also gonna fix the bbcode. (note: this is the very first version, pre-approval of any kind).

Spoiler: ShowHide
CHARACTER

Name: Thistle Laine

Age: 18, born the 12th of Neige

Species and Gender: Human Female

Symbol:


Occupation: 1st Year Atlas Student

Appearance: Thistle is a fierce young woman who stands at 5’11”. She has a healthy, muscular physique, and weighs in at about 175 lbs. She has lavender-colored hair which she keeps in a pompadour with shaved sides, while her eyes are a darker purple. She also has a large four-line scar on the left side of her face, remnants of a Beowulf attack from when she was young.

Generally, Thistle will wear the Atlas uniform for most occasions, having found it to be balanced well between warmth and mobility. When out of uniform, she tends to prefer lighter clothing. Given she lives in Atlas, she makes use of a fire glamour on most of her personal outfits - usually consisting of some combination of black jacket, a light purple undershirt, black pants, and the sturdiest combat boots she can find. If travelling somewhere warm, she’ll ditch the jacket and switch to a light purple tank top and black shorts. She will keep the heavy boots though, for limited protection against one of the uses of her semblance.

Beyond that, Thistle prefers not to waste time with piercings or make up – which keeps a ensures the visibility of her scars. Thistle isn’t one for fashion or ceremony, just whatever gets the job done.

History: Thistle grew up the daughter of one of the many military families in atlas, her mother being a soldier and her father working in a more logistical position. The life of a warrior was laid out for her from a young age – and she lived for it. Her mother would take her out to train whenever she was back from latest deployment, leading her to develop the athleticism necessary, while her father taught her the discipline she would need to survive, let alone excel, in Atlas’ rigid structure.

There were very few major events in Thistle’s life which could have thrown her off her course, but her semblance was involved in the two events that could have. The first was when she was starting out in her proper training – when she was in the Atlesian equivalent of Signal or Sanctum. During a training exercise, a group of Grimm attacked unexpectedly, and she was cut off from her class and cornered by a Beowulf. It clawed at her, broke through her only recently-unlocked aura, and cut into the left side of her face. In that moment, her survival instincts kicked in fully, and she threw a desperate punch which fell short – until her semblance activated for the first time, carrying the force forward and into the Beowulf. It wasn’t much, but it had knocked the Beowulf back enough for a teacher who had chased after her to get a clear shot at it, allowing her to escape.

In the aftermath, she was scared at first. But the fear soon faded to a need to never been in that kind of situation again. She needed to be stronger, better. She would not let herself yield so easily again. She began to focus entirely on her training, to the detriment of many other things in her life. Nonetheless, she was soon one of the best duelists in her class – and she gained an over-abundance confidence that went a bit too far beyond her actual skill level.

Unfortunately for her, as it came time to create weapons, she hit her second major roadblock. Every weapon she made broke when she tried to use her semblance with it. It didn’t seem to do anything with guns, and when she made transforming weapons, they kept breaking under whatever stress the creation of the waves force created. She didn’t give up, however – she needed to be the best, she couldn’t let herself be caught helpless again. Ever.

So, she kept working at it, kept trying new combinations of weapons. They kept breaking. Until finally she tried to make a regular, non-transforming sword. That one, finally, worked. It seemed that having the weapon be mainly made of one solid piece of metal was enough to keep it stable under the forces – or maybe even unaffected by them. Either way, she now had the basic concept, and began to refine it from there. With her new weapon crafted, and her understanding of her versatile semblance growing every day, she truly began to excel in combat – more than enough to make up for her middle-of-the-road test scores.

With a weapon that worked with her semblance and a proper drive now in her portfolio, she was able to fully qualify for Atlas – one step closer to becoming a proper huntress.

Personality: Thistle is overconfident – having always been a bit ahead of much of her class in combat, and with a natural strength to boot, Thistle’s readiness to take on whatever challenge comes her way is matched only by her ability to underestimate those challenges. This mildly narcissistic tendency gets her into trouble and has given her a special disdain for warriors who focused on long ranged and/or highly mobile combat since she has very few ways of dealing with such opponents effectively – to her, such tactics are tantamount to cheating in a proper one-on-one. On the flip side, she rarely shows fear in the face of tough situations, keeping up morale even against bad odds.

Thistle is disciplined. From a young age, Thistle’s father taught her the importance of hard work, determination, and self control. Leading by example, he showed Thistle how his work ethic paid off and instilled in her the same values. As such, when Thistle puts her mind to something, she will usually do it to the best of her ability. This has also led Thistle to be independent – and as much as she will take care of herself, avoid making a fuss, and do what she needs to do, it also means she doesn’t always know when to ask for help. She will often fail at something several times on her own before accepting that she can’t do it, and only then will she look for help.

Thistle is unyielding. She can be stubborn, obstinate, and she holds a grudge. To her, provoking her is asking for a fight, and few people can do it with impunity. Whether or not she’s actually in the right is an entirely different matter and getting her to admit when she’s wrong is challenge in its own right. At the same time, her loyalty is unyielding too – her friends can count on her through thick and thin, and she refuses to leave anyone behind.

Deep down, she’s a pretty good person overall, too. Even if she’s got a grudge against somebody, she’d still save them from the Grimm in a pinch. She knows what it’s like to be helpless and in danger, and she won’t let anyone get hurt by a Grimm if she can help it.

Aura and Semblance: Thistle has a powerful aura which manifests in a [color=# D8BFD8]light purple[/color]. Her aura is of moderately above-average strength, supplementing her fighting style.

When Thistle attacks, she can use her semblance to create a wave with the same force and shape as the original attack which will continue forward. If she stabs with a weapon, punches, or kicks, the force will be a tight blast that can go as far as 100 meters – because it’s a small wave, only takes a small amount of energy to create. If she makes a mid-sized, controlled slash the force wave it creates will match the arc of the slash and have a range of 50 meters, taking a about twice as much energy as the smaller attacks. A large, heavy slash will create a force wave which also matches the arc of the slash and have a range of 25 meters, requiring twice the energy of a mid-sized slash. The movement speed of the waves is related to the amount of time spent completing the attack that created them: a short stab or punch will move no faster than 30km/h, a regular slash will move no faster than 20km/h, and a heavy slash will move no faster than a slow but powerful 10km/h.

This semblance has no effect on bullets and could potentially damage transforming weapons, depending on their composition and complexity, if used with one.

Dust interactions:
Thistle can use dust to give her force wave a variety of elemental properties, such as:
Lightning: The wave will have an electrical charge to it, and shock those it hits.
Fire: Exactly what you'd expect: the wave will be on fire
Ice: The wave will appear frosty, and may freeze or chill targets that it hits
Propulsion: While having no effect on enemies, Thistle can use propulsion dust to kick of the ground in order to gain the occasional burst of speed or movement, though using this technique hurts her, weakening her aura as though she’d hit herself with the same force - it can leave her vulnerable if she doesn't plan her trajectory well.
Repulsion: The wave will have increased knockback.

Combat Behavior: In combat, Thistle attempts to close gaps as quickly as possible in order to rush down her opponents as fast as she can. She generally runs on instinct in combat, and sometimes uses her semblance as a crutch, since it lets her fall short but still land attacks on some occasions.

Her biggest issues stem from her lack of a proper ranged weapon, and the limited range and movement speed of her semblance’s longer-range attacks. Snipers and fast opponents who have good medium or long range options give the most trouble. Conversely, her semblance (especially when used with dust) allows her to hit bulkier opponents hard, and her above-average defences give her some protection against assassins and while her semblance’s limited movement option gives her a way to close the gap against slower glass cannons or support-oriented foes, it will soon burn her out and leave her critically open against anyone who can out-maneuver her.

In group combat, Thistle is always ready to rush in and take point. Her semblance’s slower movement also gives her a few options for covering fire if timed properly, though she is generally unlikely to opt for that type of attack instead of a head-on assault unless prompted. Finally, while her attitude isn’t perfectly suited to them, the fact that she doesn’t use a firearm gives her a few advantages on stealth missions.

WEAPONS

Name: Provocation’s Result

Primary Form: Provocation’s result has one form: it is a wave-bladed hand-and-a-half sword which Thistle uses both in melee combat and as the source of her semblance’s waves.

Dust Functions: Provocation’s Result has no dust functions.

History: Provocation’s Result was the final product of a long and drawn out series of failures, wherein Thitle tried and failed repeatedly to find a transforming weapon that wouldn’t break from the odd forces that her semblance exerted on them. When she finally tried a regular, non-transforming sword, it seemed to work. She took that concept and ran with it, improving upon it until she found a sword design which seemed to work best in tandem with her semblance: imagined or not, she felt she could make her attack arcs just a bit bigger with the wavy-bladed design, and so she settled on it. Provocation’s Result was born.

8
Approved Characters / Thistle Laine
« on: October 26, 2018, 08:52:09 PM »
CHARACTER

Name: Thistle Laine

Age: 18, born the 12th of Neige

Species and Gender: Human Female

Symbol:


Occupation: 1st Year Atlas Student

Appearance: Thistle is a fierce young woman who stands at 5’11”. She has a healthy, muscular physique, and weighs in at about 175 lbs. She has lavender-colored hair which she keeps in a pompadour with shaved sides, while her eyes are a darker purple. She also has a large four-line scar on the left side of her face, remnants of a Beowulf attack from when she was young.

Generally, Thistle will wear the Atlas uniform for most occasions, having found it to be balanced well between warmth and mobility. When out of uniform, she tends to prefer lighter clothing. Given she lives in Atlas, she makes use of a fire glamour on most of her personal outfits - usually consisting of some combination of black jacket, a light purple undershirt, black pants, and the sturdiest combat boots she can find. If travelling somewhere warm, she’ll ditch the jacket and switch to a light purple tank top and black shorts. She will keep the heavy boots though, for limited protection against one of the uses of her semblance.

Beyond that, Thistle prefers not to waste time with piercings or make up – which keeps a ensures the visibility of her scars. Thistle isn’t one for fashion or ceremony, just whatever gets the job done.

History: Thistle grew up the daughter of one of the many military families in atlas, her mother being a soldier and her father working in a more logistical position. The life of a warrior was laid out for her from a young age – and she lived for it. Her mother would take her out to train whenever she was back from latest deployment, leading her to develop the athleticism necessary, while her father taught her the discipline she would need to survive, let alone excel, in Atlas’ rigid structure.

There were very few major events in Thistle’s life which could have thrown her off her course, but her semblance was involved in the two events that could have. The first was when she was starting out in her proper training – when she was in the Atlesian equivalent of Signal or Sanctum. During a training exercise, a group of Grimm attacked unexpectedly, and she was cut off from her class and cornered by a Beowulf. It clawed at her, broke through her only recently-unlocked aura, and cut into the left side of her face. In that moment, her survival instincts kicked in fully, and she threw a desperate punch which fell short – until her semblance activated for the first time, carrying the force forward and into the Beowulf. It wasn’t much, but it had knocked the Beowulf back enough for a teacher who had chased after her to get a clear shot at it, allowing her to escape.

In the aftermath, she was scared at first. But the fear soon faded to a need to never been in that kind of situation again. She needed to be stronger, better. She would not let herself yield so easily again. She began to focus entirely on her training, to the detriment of many other things in her life. Nonetheless, she was soon one of the best duelists in her class – and she gained an over-abundance confidence that went a bit too far beyond her actual skill level.

Unfortunately for her, as it came time to create weapons, she hit her second major roadblock. Every weapon she made… just didn’t work with her semblance with it. It never worked with guns of any kind, and when she made transforming weapons, they’d manifest the effect in weird ways that were hard to predict and harder to control.  She didn’t give up, however – she knew that if she was going to protect herself and others to her fullest, she would need to figure out what was going on with her semblance.

So, she kept working at it, kept trying new combinations of weapons. They kept failing. Until finally she tried to make a regular, non-transforming sword. That one, finally, worked. It seemed that having the weapon be mainly made of one solid piece of metal was enough to her semblance properly stable. Either way, she now had the basic concept, and began to refine it from there. With her new weapon crafted, and her understanding of her versatile semblance growing every day, she truly began to excel in combat – more than enough to make up for her middle-of-the-road test scores.

With a weapon that worked with her semblance and a proper drive now in her portfolio, she was able to fully qualify for Atlas – one step closer to becoming a proper huntress.

Personality: Thistle is overconfident – having always been a bit ahead of much of her class in combat, and with a natural strength to boot, Thistle’s readiness to take on whatever challenge comes her way is matched only by her ability to underestimate those challenges. This mildly narcissistic tendency gets her into trouble and has given her a special disdain for warriors who focused on long ranged and/or highly mobile combat since she has very few ways of dealing with such opponents effectively – to her, such tactics are tantamount to cheating in a proper one-on-one. On the flip side, she rarely shows fear in the face of tough situations, keeping up morale even against bad odds.

Thistle is disciplined. From a young age, Thistle’s father taught her the importance of hard work, determination, and self control. Leading by example, he showed Thistle how his work ethic paid off and instilled in her the same values. As such, when Thistle puts her mind to something, she will usually do it to the best of her ability. This has also led Thistle to be independent – and as much as she will take care of herself, avoid making a fuss, and do what she needs to do, it also means she doesn’t always know when to ask for help. She will often fail at something several times on her own before accepting that she can’t do it, and only then will she look for help.

Thistle is unyielding. She can be stubborn, obstinate, and she holds a grudge. To her, provoking her is asking for a fight, and few people can do it with impunity. Whether or not she’s actually in the right is an entirely different matter and getting her to admit when she’s wrong is challenge in its own right. At the same time, her loyalty is unyielding too – her friends can count on her through thick and thin, and she refuses to leave anyone behind.

Deep down, she’s a pretty good person overall, too. Even if she’s got a grudge against somebody, she’d still save them from the Grimm in a pinch. She knows what it’s like to be helpless and in danger, and she won’t let anyone get hurt by a Grimm if she can help it.

Aura and Semblance: Thistle has a powerful aura which manifests in a light purple. Her aura is of moderately above-average strength, supplementing her fighting style.

When Thistle attacks, she can use her semblance to create a wave with the same force and shape as the original attack which will continue forward. If she stabs with a weapon, punches, or kicks, the force will be a tight blast that can go as far as 100 meters – because it’s a small wave, only takes a small amount of energy to create. If she makes a mid-sized, controlled slash the force wave it creates will match the arc of the slash and have a range of 50 meters, taking a about twice as much energy as the smaller attacks. A large, heavy slash will create a force wave which also matches the arc of the slash and have a range of 25 meters, requiring twice the energy of a mid-sized slash. The movement speed of the waves is related to the amount of time spent completing the attack that created them: a short stab or punch will move no faster than 30km/h, a regular slash will move no faster than 20km/h, and a heavy slash will move no faster than a slow but powerful 10km/h. T waves are about as sharp as the weapon that created them, being able to cut like a sword if caused by one, or being fairly blunt and without cutting power if from a bludgeoning weapon. When used with her punches and kicks, the wave continues off from where the force is highest during the attack - making things like uppercuts fairly useless at a distance (as the wave would just go upwards), and any kind of spinning kick erratic at best.

This semblance has no effect on guns and will act erratically with more complex weapons in general, usually resulting in waves getting thrown back at Thistle due to the way the semblance interacts with the various parts. Essentially, the fewer individuals parts to a weapon, the less likely the semblance is to have a backlash.

Dust interactions:
Thistle can use dust to give her force wave a variety of elemental properties, such as:
Lightning: The wave will have an electrical charge to it, and shock those it hits.
Fire: Exactly what you'd expect: the wave will be on fire
Ice: The wave will appear frosty, and may freeze or chill targets that it hits
Propulsion: While having no effect on enemies, Thistle can use propulsion dust to kick of the ground in order to gain the occasional burst of speed or movement, though using this technique hurts her, weakening her aura as though she’d hit herself with the same force - it can leave her vulnerable if she doesn't plan her trajectory well.
Repulsion: The wave will have increased knockback.

Combat Behavior: In combat, Thistle attempts to close gaps as quickly as possible in order to rush down her opponents as fast as she can. She generally runs on instinct in combat, and sometimes uses her semblance as a crutch, since it lets her fall short but still land attacks on some occasions.

Her biggest issues stem from her lack of a proper ranged weapon, and the limited range and movement speed of her semblance’s longer-range attacks. Snipers and fast opponents who have good medium or long range options give her a ton of trouble, and when fighting against one she will often fight more recklessly because of her disdain for that combat style. Conversely, her semblance (especially when used with dust) allows her to hit bulkier opponents hard, and her above-average defences give her some protection against assassins and while her semblance’s limited movement option gives her a way to close the gap against slower glass cannons or support-oriented foes, it will soon burn her out and leave her critically open against anyone who can out-maneuver her.

In group combat, Thistle is always ready to rush in and take point. Her semblance’s slower movement also gives her a few options for covering fire if timed properly, though she is generally unlikely to opt for that type of attack instead of a head-on assault unless prompted. Finally, while her attitude isn’t perfectly suited to them, the fact that she doesn’t use a firearm gives her a few advantages on stealth missions.

WEAPONS

Name: Provocation’s Result

Primary Form: Provocation’s result has one form: it is a wave-bladed hand-and-a-half sword which Thistle uses both in melee combat and as the source of her semblance’s waves.

Dust Functions: Provocation’s Result has no dust functions.

History: Provocation’s Result was the final product of a long and drawn out series of failures, wherein Thitle tried and failed repeatedly to find a transforming weapon that would be as stable as possible given her Semblance’s particular nature. When she finally tried a regular, non-transforming sword, it seemed to work. She took that concept and ran with it, improving upon it until she found a sword design which seemed to work best in tandem with her semblance: imagined or not, she felt she could make her attack arcs just a bit bigger with the wavy-bladed design, and so she settled on it. Provocation’s Result was born.

9
Beacon Academy / Re: A Lunch Side Chat [DGTL]
« on: October 19, 2018, 12:45:35 AM »
Zaffre finally entered the dining hall – she’d taken some time after everything had ended to check over several notes - plotting out room for improvement, new ideas, and where things went wrong. She’d also taken notes on some of the other bouts after theirs had finished, just in case.

Zaffre was too focused on the results to realize how hungry she was. She spotted her team – Brock’s mountain of food was a dead giveaway – and made her way to sit down with them. She pulled out a notebook from her pocket and leafed through it. ”Sorry about what happened back there, Diana. I should have been keeping better track of where their team was, shouldn’t have let her get so close unimpeded. Next time we can do better.”

Zaffre offers the notebook to Diana. It shows a few well-annotated formations and movements, along with cost-benefit analysis of each set-up. ”I’ve got a few ideas on what we might be able to do better in the future, a few strategies that might serve us better against foes who can get in close like that. I’ll admit I can’t do much if one gets close to me, but if I’d been closer I could’ve covered you properly, and the reverse could also be true – let me know what you think!” She explained, shifting from her serious demeanor to a sunnier one as she ended her sentence – and as the piles of food in front of her forced her to confront her mounting hunger.

”I’ll be… right back.” She says, quickly getting up and throwing a sandwich made up of lettuce, tomato, and what Zaffre was pretty sure was sliced turkey together before returning..

10
Teams / Beacon First Year Seeks Team, Friendship [CLOSED]
« on: October 17, 2018, 06:25:02 PM »
Beacon Academy, 1st Year
Name: Zaffre Latya [Link]

Species, Gender: Human, Female

Background: Zaffre was born and raised in Vale. Her father was a huntsman but got severely injured and she had a crisis as a result during her second year at signal. Her father was able to reassure her and by the time she finished her 4th year she was actually fit to get into beacon.

Personality: In huntress-in-training related situations, Zaffre is serious and focused with a strong sense of duty who will work herself far harder than she probably should. In the rare periods of downtime where she can get away with it, Zaffre becomes a lot more relaxed and her serious attitude will melt into a warm and friendly one.

Combat: Zaffre is a versatile, tactically-minded mid-range combatant who keeps melee options available out of necessity, as her support-oriented semblance often keeps her closer to the front lines than she would prefer. Her biggest weaknesses are her low defence and inability to handle opponents who get in close, though she is also susceptible to being out-ranged and overpowered by offensive semblances.

11
Approved Characters / Zaffre Latya
« on: October 14, 2018, 11:04:40 AM »
CHARACTER

Name: Zaffre Latya

Age: 17, born the 25th of Saraal

Species and Gender: Human Female

Symbol: A circle with four curving lines coming from the top of it, each of them ending in a smaller circle.



Occupation: 1st Year Beacon Student

Appearance: Zaffre is a young woman of above average height at 5’8”. She weighs roughly 155lbs, has a moderately curvaceous figure, and a decently toned physique. She usually keeps her blonde hair in a bob, which frames her slightly up-turned nose, small mouth, and deep blue eyes.

Zaffre is a firm believer in combat skirts – but also in being warm in the winter. She normally wears a light blue and silver sleeveless top with a combat skirt in the summer months alongside light similarly colored boots. In the colder months, she opts for a more robust outfit including a heavy dark blue coat, heavy tan pants, dark boots, and a golden yellow undershirt.
In both seasons, Zaffre will usually keep simple stud earrings in, and minimal if any makeup when expecting combat.  When Zaffre is in down time, however, she loves bright sundresses, simple heels, and accessories of all sorts – but this is relegated to the rare occasions where she gives herself a break.

There is one constant in all her outfits, however – she always wears a necklace that was given to her by her father as a reminder of why she trains as hard as she does.

History: Zaffre grew up in Vale city, provided for in large part by her father, a huntsman – although the small shop her mother ran provided a more consistent and stable income for the household. Zaffre’s father instilled in her a strong sense of duty – he was adamant that it was the responsibility of anyone who could fight to protect people. He was the reason she enrolled at Signal – the reason she wanted to be a huntress. He was her world.

In the middle of Zaffre’s second year at Signal, however, her father left the city for the last time. One month later he returned – but he’d lost both his legs and half his team to the Grimm. Zaffre was devastated when she found out – she’d always viewed her father and his team as near-invincible heroes. Her world was broken, and nothing made sense.

She barely managed to stay afloat in her studies that year – she managed to scrape by, but barely. Summer came, and she finally went home. Her father greeted her in a wheelchair but made no mention of his injuries – he refused to let her redirect the conversation to them either. He scolded her about her grades, reminded her of the responsibilities of a huntress. He showed her a necklace during the conversation – it had been given to her by one of the people he’d saved in the fight where he got injured. He made it clear exactly why people like him – and like Zaffre – had to fight. Because while he lost part of his team and part of his body, they’d still succeeded on their mission, they’d saved people. He made that Zaffre understood the risks of being a huntress, but more importantly he reminded her of why what he did – what she would do – were so important. Zaffre’s world was burned to the ground, but a new, more serious and focused world was growing back in its place.

 She had a lot of catching up to do with how much she’d fallen behind during her crisis, so during the summer she re-studied all the material from her second year. Her father guided her where he could, taught her everything he could to give her an edge moving forward. It worked. In her third year at Signal, she excelled like she never had before. She had a clear, reachable goal now – and a strong understanding of what she felt to be her obligation to the people. Se finally properly understood that lives were at stake – and not only her life, but the lives of any who she would protect. She pulled herself up from the bottom of her class to reach close to the top. Hard work, determination, and drive had been enough to let her excel at the academic side of things, scoring high on many tests and exams, enough to put her second year completely behind her. Her semblance didn’t do her any favours in the combat department unless she was working with others, and her heavy and slow to reload weapon, Dux Vindex, didn’t do her any favours in the combat department. Still, her skills were increasing faster than they ever had before.

She went home for the summer and had planned to start creating a new weapon to mitigate her issues, but her father was one step ahead of her. He’d not been idle while she was away and had made her a new weapon – Legacy’s Embrace. This new weapon was made from the shattered remains of his old weapon. He’d planned to give that weapon to her one day, passing it on – but clearly circumstances had changed. Zaffre fell in love with the new weapon and spent the summer training to get used to it. Her fourth year came, and finally she was able to bring up her combat scores to match her new standard. When the year was up, she new she finally had the scores she needed. She applied to Beacon – and she got in.

Personality: Zaffre is driven by her sense of responsibility – when she’s at school or in the field, she gets serious and focused. While part of this may be due to her needing steady focus when people are using her mind as a communication platform, another part is that strong sense of duty instilled in her by her father. Despite what some might expect from somebody with her semblance, Zaffre doesn’t consider herself the best communicator – preferring instead to listen. At the same time, her ability to keep a calm head among arguments and chaos that aren’t happening inside her head, making her an excellent mediator.

In the rare periods of downtime where she can get away with it, Zaffre becomes a lot more relaxed – she’ll trade her combat gear for light, fun outfits and her serious attitude will melt into a warm and friendly one. She keeps up her focused disposition normally because she feels she does a disservice to those she intends to protect – because she’s learned from her father the degree to which lives are at stake. That focus on the importance of her studies and her work makes her a magnet for stress, and while those warm and friendly moments where she doesn’t feel like there’s something better she could be doing with her time handle stress a bit, it’s not enough. As such, she is prone to crash every so often, getting more aggressive or moody until either she or someone else forces her to take some time for herself.

Ultimately, Zaffre is a sweet and kind girl whose sense of responsibility rules her outlook and attitude, to both beneficial and seriously detrimental effect.

Aura and Semblance: Zaffre has a solid aura which manifests in a deep blue. Her aura is of average strength, which doesn’t help her too much in most fights, especially when combined with her highly support-oriented semblance.

Somewhere in her time at Signal Academy Zaffre’s semblance gained the name “Telepathic Relay”. When active, Zaffre acts as a relay for the thoughts of others. She can only relay thoughts that others wish to have relayed, and those in the relay must willingly allow thoughts to be broadcast to them. Someone in a relay can also disconnect from the relay at will. Zaffre can stably maintain a connection with one other person and connecting to more than one person will take exponentially more energy. The relay has a maximum range of 100ft if Zaffre is only connected to one person, but the range is cut by half for every additional person to a minimum range of 25ft. Zaffre must have line of sight to somebody to start a relay with them. If Zaffre gets overwhelmed either by actions happening around her or by too many people trying to talk through the relay at once, the relay will shut down.

Zaffre’s semblance is only useful in groups, which relegates her to a more coordination or support-oriented role.

Combat Behavior: Zaffre is a methodical and focused fighter – she prefers to take her time, and while she prefers to stay back in combat with a group, her semblance usually requires she take a more central position. Her mixed-range weaponry allows her to handle some more range-focused opponents in melee, or to keep her distance from slower foes.

Some of her biggest issues arise when melee-focused opponents get close: she can easily be overwhelmed by anybody who can get close due to a lack of defense and relatively slow-moving weaponry. Assassins, skirmishers, and brawlers all tend to have very clear advantages against Zaffre thanks to their abilities to close distances and dish out serious damage. She also stands very little chance against a sniper who has a range advantage on her, as she has few ways to bridge gaps without substantial cover. Simply put, her biggest weaknesses are her low defense and inability to handle opponents who get in close – this is primarily due to her choice of weapons – while Dux Vindex may hit hard, it has serious recovery time in both its forms, and Legacy’s Embrace becomes useless if an opponent gets close enough.

In group combat, Zaffre focuses on a more supportive and strategic role. Her semblance makes her an excellent support for secret strategizing or keeping track of teammates on stealth missions. She also has a decent mind for strategy, and while she usually keeps quiet, she won’t hesitate to suggest an idea if she thinks it’ll work.

WEAPONS

Name: Dux Vindex

Primary Form: Dux Vindex’s primary form is that of a bulky sledgehammer that is about 3ft long, with a silvery metal head and a deep blue metal handle.

Secondary Form: Dux Vindex can fold and extend into the shape of a deep blue single-barrelled shotgun with a large metallic barrel, capable of firing large slugs. In this form, it must be manually reloaded with new slugs – although it can enter its primary form with a slug loaded.

Dust Functions: Dux Vindex requires repulsion or fire based dust cartridges to fire slugs in its secondary form. It can also use these types of dust to increase its knockback force or to burn foes when in its sledgehammer form.

History: Dux Vindex was the weapon that Zaffre made during her time at Signal. During that time, it went through many alterations and revisions – especially during her third and fourth years. In her fourth year, she focused on making it capable of dealing with well-armored foes as the weapon given to her by her father didn’t have a good way of hurting bulkier grimm.


Name: Legacy’s Embrace

Primary Form: Legacy’s Embrace’s primary form is that of a black double-barreled rifle with silver accents and a silver stock. It can fire two shots before needing its barrels cleared.

Secondary Form: When adjusted and fully extended, Legacy’s Embrace’s secondary form is that of a 6ft long halberd with a silvery metal head and a black pole. The curved axe section is about 1ft long along its edge. It still has a slot for cartridges and a trigger in this form, as shots can still be fired from the bottom of the pole.

Dust Functions: Legacy is designed to make use of some types of dust cartridges for its ammunition, and was originally designed for use of lightning, ice, repulsion, and propulsion effects. When used with repulsion-cartridges, its shots have increased impact, knocking opponents back further. Its ice shots create chunks of ice on impact around whatever they hit, potentially slowing or disrupting a foe. Its lightning shots will electrocute targets and may damage some electronics. Finally, when making use of propulsion dust it will propel the wielder in the opposite direction of their target – this effect can be used to increase thrusting force when it is in it’s Halberd form as well.

History: Legacy’s Embrace was not originally Zaffre’s weapon, but her father’s. He passed it on to her after her third year at Signal, and she spent a lot of her fourth year learning to use it. Unlike Dux Vindex, Zaffre has been hesitant to make modifications outside of repairs, doubtful of her ability to improve upon her father’s design.

12
WiP Characters / Zaffre Latya
« on: October 13, 2018, 04:03:32 PM »
CHARACTER

Name: Zaffre Latya

Age: 17, born the 25th of Saraal

Species and Gender: Human Female

Symbol: A circle with four curving lines coming from the top of it, each of them ending in a smaller circle.



Occupation: 1st Year Beacon Student

Appearance: Zaffre is a young woman of above average height at 5’8”. She weighs roughly 155lbs, has a moderately curvaceous figure, and a decently toned physique. She usually keeps her blonde hair in a bob, which frames her slightly up-turned nose, small mouth, and deep blue eyes.

Zaffre is a firm believer in combat skirts – but also in being warm in the winter. She normally wears a light blue and silver sleeveless top with a combat skirt in the summer months alongside light similarly colored boots. In the colder months, she opts for a more robust outfit including a heavy dark blue coat, heavy tan pants, dark boots, and a golden yellow undershirt.
In both seasons, Zaffre will usually keep simple stud earrings in, and minimal if any makeup when expecting combat.  When Zaffre is in down time, however, she loves bright sundresses, simple heels, and accessories of all sorts – but this is relegated to the rare occasions where she gives herself a break.

There is one constant in all her outfits, however – she always wears a necklace that was given to her by her father as a reminder of why she trains as hard as she does.

History: Zaffre grew up in Vale city, provided for in large part by her father, a huntsman – although the small shop her mother ran provided a more consistent and stable income for the household. Zaffre’s father instilled in her a strong sense of duty – he was adamant that it was the responsibility of anyone who could fight to protect people. He was the reason she enrolled at Signal – the reason she wanted to be a huntress. He was her world.

In the middle of Zaffre’s second year at Signal, however, her father left the city for the last time. One month later he returned – but he’d lost both his legs and half his team to the Grimm. Zaffre was devastated when she found out – she’d always viewed her father and his team as near-invincible heroes. Her world was broken, and nothing made sense.

She barely managed to stay afloat in her studies that year – she managed to scrape by, but barely. Summer came, and she finally went home. Her father greeted her in a wheelchair but made no mention of his injuries – he refused to let her redirect the conversation to them either. He scolded her about her grades, reminded her of the responsibilities of a huntress. He showed her a necklace during the conversation – it had been given to her by one of the people he’d saved in the fight where he got injured. He made it clear exactly why people like him – and like Zaffre – had to fight. Because while he lost part of his team and part of his body, they’d still succeeded on their mission, they’d saved people. He made that Zaffre understood the risks of being a huntress, but more importantly he reminded her of why what he did – what she would do – were so important. Zaffre’s world was burned to the ground, but a new, more serious and focused world was growing back in its place.

 She had a lot of catching up to do with how much she’d fallen behind during her crisis, so during the summer she re-studied all the material from her second year. Her father guided her where he could, taught her everything he could to give her an edge moving forward. It worked. In her third year at Signal, she excelled like she never had before. She had a clear, reachable goal now – and a strong understanding of what she felt to be her obligation to the people. Se finally properly understood that lives were at stake – and not only her life, but the lives of any who she would protect. She pulled herself up from the bottom of her class to reach close to the top. Hard work, determination, and drive had been enough to let her excel at the academic side of things, scoring high on many tests and exams, enough to put her second year completely behind her. Her semblance didn’t do her any favours in the combat department unless she was working with others, and her heavy and slow to reload weapon, Dux Vindex, didn’t do her any favours in the combat department. Still, her skills were increasing faster than they ever had before.

She went home for the summer and had planned to start creating a new weapon to mitigate her issues, but her father was one step ahead of her. He’d not been idle while she was away and had made her a new weapon – Legacy’s Embrace. This new weapon was made from the shattered remains of his old weapon. He’d planned to give that weapon to her one day, passing it on – but clearly circumstances had changed. Zaffre fell in love with the new weapon and spent the summer training to get used to it. Her fourth year came, and finally she was able to bring up her combat scores to match her new standard. When the year was up, she new she finally had the scores she needed. She applied to Beacon – and she got in.

Personality: Zaffre is driven by her sense of responsibility – when she’s at school or in the field, she gets serious and focused. While part of this may be due to her needing steady focus when people are using her mind as a communication platform, another part is that strong sense of duty instilled in her by her father. Despite what some might expect from somebody with her semblance, Zaffre doesn’t consider herself the best communicator – preferring instead to listen. At the same time, her ability to keep a calm head among arguments and chaos that aren’t happening inside her head, making her an excellent mediator.

In the rare periods of downtime where she can get away with it, Zaffre becomes a lot more relaxed – she’ll trade her combat gear for light, fun outfits and her serious attitude will melt into a warm and friendly one. She keeps up her focused disposition normally because she feels she does a disservice to those she intends to protect – because she’s learned from her father the degree to which lives are at stake. That focus on the importance of her studies and her work makes her a magnet for stress, and while those warm and friendly moments where she doesn’t feel like there’s something better she could be doing with her time handle stress a bit, it’s not enough. As such, she is prone to crash every so often, getting more aggressive or moody until either she or someone else forces her to take some time for herself.

Ultimately, Zaffre is a sweet and kind girl whose sense of responsibility rules her outlook and attitude, to both beneficial and seriously detrimental effect.

Aura and Semblance: Zaffre has a solid aura which manifests in a deep blue. Her aura is of average strength, which doesn’t help her too much in most fights, especially when combined with her highly support-oriented semblance.

Somewhere in her time at Signal Academy Zaffre’s semblance gained the name “Telepathic Relay”. When active, Zaffre acts as a relay for the thoughts of others. She can only relay thoughts that others wish to have relayed, and those in the relay must willingly allow thoughts to be broadcast to them. Someone in a relay can also disconnect from the relay at will. Zaffre can stably maintain a connection with one other person and connecting to more than one person will take exponentially more energy. The relay has a maximum range of 100ft if Zaffre is only connected to one person, but the range is cut by half for every additional person to a minimum range of 25ft. Zaffre must have line of sight to somebody to start a relay with them. If Zaffre gets overwhelmed either by actions happening around her or by too many people trying to talk through the relay at once, the relay will shut down.

Zaffre’s semblance is only useful in groups, which relegates her to a more coordination or support-oriented role.

Combat Behavior: Zaffre is a methodical and focused fighter – she prefers to take her time, and while she prefers to stay back in combat with a group, her semblance usually requires she take a more central position. Her mixed-range weaponry allows her to handle some more range-focused opponents in melee, or to keep her distance from slower foes.

Some of her biggest issues arise when melee-focused opponents get close: she can easily be overwhelmed by anybody who can get close due to a lack of defense and relatively slow-moving weaponry. Assassins, skirmishers, and brawlers all tend to have very clear advantages against Zaffre thanks to their abilities to close distances and dish out serious damage. She also stands very little chance against a sniper who has a range advantage on her, as she has few ways to bridge gaps without substantial cover. Simply put, her biggest weaknesses are her low defense and inability to handle opponents who get in close – this is primarily due to her choice of weapons – while Dux Vindex may hit hard, it has serious recovery time in both its forms, and Legacy’s Embrace becomes useless if an opponent gets close enough.

In group combat, Zaffre focuses on a more supportive and strategic role. Her semblance makes her an excellent support for secret strategizing or keeping track of teammates on stealth missions. She also has a decent mind for strategy, and while she usually keeps quiet, she won’t hesitate to suggest an idea if she thinks it’ll work.

WEAPONS

Name: Dux Vindex

Primary Form: Dux Vindex’s primary form is that of a bulky sledgehammer that is about 3ft long, with a silvery metal head and a deep blue metal handle.

Secondary Form: Dux Vindex can fold and extend into the shape of a deep blue single-barrelled shotgun with a large metallic barrel, capable of firing large slugs. In this form, it must be manually reloaded with new slugs – although it can enter its primary form with a slug loaded.

Dust Functions: Dux Vindex requires repulsion or fire based dust cartridges to fire slugs in its secondary form. It can also use these types of dust to increase its knockback force or to burn foes when in its sledgehammer form.

History: Dux Vindex was the weapon that Zaffre made during her time at Signal. During that time, it went through many alterations and revisions – especially during her third and fourth years. In her fourth year, she focused on making it capable of dealing with well-armored foes as the weapon given to her by her father didn’t have a good way of hurting bulkier grimm.


Name: Legacy’s Embrace

Primary Form: Legacy’s Embrace’s primary form is that of a black double-barreled rifle with silver accents and a silver stock. It can fire two shots before needing its barrels cleared.

Secondary Form: When adjusted and fully extended, Legacy’s Embrace’s secondary form is that of a 6ft long halberd with a silvery metal head and a black pole. The curved axe section is about 1ft long along its edge. It still has a slot for cartridges and a trigger in this form, as shots can still be fired from the bottom of the pole.

Dust Functions: Legacy is designed to make use of some types of dust cartridges for its ammunition, and was originally designed for use of lightning, ice, repulsion, and propulsion effects. When used with repulsion-cartridges, its shots have increased impact, knocking opponents back further. Its ice shots create chunks of ice on impact around whatever they hit, potentially slowing or disrupting a foe. Its lightning shots will electrocute targets and may damage some electronics. Finally, when making use of propulsion dust it will propel the wielder in the opposite direction of their target – this effect can be used to increase thrusting force when it is in it’s Halberd form as well.

History: Legacy’s Embrace was not originally Zaffre’s weapon, but her father’s. He passed it on to her after her third year at Signal, and she spent a lot of her fourth year learning to use it. Unlike Dux Vindex, Zaffre has been hesitant to make modifications outside of repairs, doubtful of her ability to improve upon her father’s design.

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